development of interactive learning media based on
TRANSCRIPT
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Jurnal Pendidikan Akuntansi Indonesia, Vol. XVI, No. 2, Tahun 2018 Kartika Bunga Nadghya Noor & Mimin Nur Aisyah 70 – 81
70
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON
COMPUTER TO IMPROVE STUDENT LEARNING MOTIVATION
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS KOMPUTER
UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA
Oleh:
Kartika Bunga Nadhya Noor Accounting Education Department Yogyakarta State University
Mimin Nur Aisyah
Lecturer of Accounting Education Department Yogyakarta State University
Abstract
This research is aimed at developing interactive learning media for class X student of
Accounting Major at SMK Muhammadiyah 1 Yogyakarta with basic competency materials Making
Adjustment Journal Entries and also examines the feasibility of interactive learning media as well as
investigate the improvement of student learning motivation after using the media. This research used
Research and Development (R & D) models and adapted ADDIE development model, which include 5
phases, namely: Analysis, Design, Development, Implementation, and Evaluation. The measurement of
students learning motivation used questionnaire filled by 33 students of class X AK 1 as treatment group
and 33 students of class X AK 2 as control group. The research results show that interactive learning
media in Basic Accounting Subject declared as Strongly Feasible category with average scores of 4.5
by material expert, 4.47 by media expert, 4.35 by accounting teacher, and 4.29 by students. Based on
student learning motivation analysis, the treatment group obtain an increase of 6% from 73% to 79%
and control group obtain an increase of 2% from 74% to 76%.
Keywords: Interactive Learning Media, Student Learning Motivation, ADDIE, Basic Accounting,
Adjustment Journal Entries
Abstrak
Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif untuk siswa
kelas X kompetensi keahlian Akuntansi di SMK Muhammadiyah 1 Yogyakarta dengan materi
kompetensi dasar Membuat Jurnal Penyesuaian dan juga menguji kelayakan media pembelajaran
interaktif serta menyelidiki peningkatan motivasi belajar siswa sesudah penggunaan media. Penelitian
ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D)
dengan model pengembangan ADDIE yaitu: 1) Analysis, 2) Design, 3) Development, 4)
Implementation, dan 5) Evaluation. Pengukuran motivasi belajar siswa dilakukan dengan
menggunakan angket terhadap 33 siswa kelas X AK 1 sebagai kelompok perlakuan dan kelas X AK 2
sebagai kelas control. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif pada mata
pelajaran Akuntansi Dasar dinyatakan Sangat Layak dengan skor rata-rata 4,5 oleh ahli materi, 4,47
oleh ahli media, 4,35 oleh guru akuntansi, dan 4,29 oleh siswa. Berdasarkan analisis motivasi belajar
siswa, Motivasi belajar kelompok perlakuan meningkat sebesar 6% dari 73% menjadi 79% sedangkan
kelompok kontrol meningkat sebesar 2% dari 74% menjadi 76%.
Kata Kunci: Media Pembelajaran Interaktif, Motivasi Belajar, ADDIE, Akuntansi Dasar, Jurnal
Penyesuaian
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Jurnal Pendidikan Akuntansi Indonesia, Vol. XVI, No. 2, Tahun 2018 Kartika Bunga Nadghya Noor & Mimin Nur Aisyah 70 – 81
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INTRODUCTION
The advancement of technology and
information in the era of globalization is
inevitable and become a challenge that must
be faced by every nation, including
Indonesia. It occurs in every fields, from
social, economic, cultural, and educational.
Indonesia must have a good preparation in
order to compete with the other countries.
According to Michael Porter (1990: 35),
there are four factors affecting the
competitiveness of a nation, namely: (1)
Strategy, structure, and level of corporate
competition (2) Resources in a country both
Human Resources and Natural Resources (3)
Domestic demand and (4) The existence of
an industry. Human resources is one of the
main factors that affect the competitiveness
of a nation. Education play an important role
for obtaining high quality of human
resources.
Technology and information provides
great effects on education. The development
of computer technology opens a very wide
opportunity for educators to use it well
(Efendi, 2014:121). It is clear that the use of
technology in the educational process is very
beneficial for educators and learners
(Astriana, 2017:147). This development
brings a positive impacts on the learning
process which becomes more interesting,
easy to do everywhere and everytime, and
also easier to achieve the learning objectives
(Risnawati, 2015: 1). Learning objectives
according to Sukandi (2001: 11) is to make
changes in behavior. The change can be
expressed in skill, habit, attitude,
understanding, knowledge, or acceptance
and reward. In achieving this learning
objectives, students must have motivation to
learn and willingness to follow the learning
process. According to Sanjaya (2013: 135),
motivation is a change of energy in a person
who is characterized by the emergence of
feelings and reactions to achieve goals.
Motivation is a very important aspect,
because without motivation learners will not
have the willingness to learn.
The use of learning media can help to
improve the motivation of students to learn.
The learning media is anything that can be
used to transmit messages from the sender to
the recipients to stimulate the students'
thoughts, feelings, concerns and interests in
such a way that the learning process takes
place (Sardiman, 2011:7). Thus, learning
media can attract interest and attention of
students in the learning process to improve
student learning motivation.
Based on observation at SMK
Muhammadiyah 1 Yogyakarta, the school
has many facilities to support learning
activities, such as LCD projector and
computer laboratory. Teachers as facilitators
in the learning process should have the
ability to utilize technology as a learning
media. However the teacher did not
optimally utilize the facilities to create
learning media that can stimulate students
learning motivation. Instead, they still used
conventional methods by using whiteboards
and textbooks.
Basic Accounting subject is one of the
subjects that must be mastered by students of
Vocational High School (SMK) majoring in
accounting. Basic accounting subject is
studied by students in 10th grade. This
subject is very important, since it provides
the basic knowledge of accounting. When a
student is not able to understand the
fundamental of accounting they will face
greater problem in the next level. It might
also create a feeling that accounting is a
difficult subject and demotivate students to
learn accounting further. Therefore, the
materials that exist in basic accounting
subject should be presented clearly and
interesting in order to increase student
interest and motivation. From a short
interview with the teacher, there is one basic
competence (KD) that is challenging for
students, namely adjustment journal.
Students often feel confused and experience
difficulty in understanding the material, so
the teacher must put extra efforts to explain
it.
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Jurnal Pendidikan Akuntansi Indonesia, Vol. XVI, No. 2, Tahun 2018 Kartika Bunga Nadghya Noor & Mimin Nur Aisyah 70 – 81
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Based on the observations in class X AK
1 SMK Muhammadiyah 1 Yogyakarta at
Basic Accounting subject, it is found that
student's learning motivation was still very
low. It can be seen from more than 50% of
the students in the class were still busy
talking to their friends although the teacher
has opened and started the lesson. Students
were also not discipline, as some students
came late to the class. In addition, there were
many students who got bored, felt sleepy and
yawned, leaned their head on the table, and
did not open the textbook. From brief
interview to the students of class X AK 1, it
was found that 4 out of 5 students felt that the
learning media used by the teacher was not
interesting, so they felt bored. The condition
suggested that an interesting and fun media
is necessary to improve student’s learning
motivation. The existence of learning media
in the classroom activities will increase the
interaction among teacher and students to
drive an optimal learning process.
Sudjana and Rivai explain the
benefits of learning media in the learning
process, such as: (1) Learning process will
attract the students attention so it can grow
the learning motivation, (2) Learning
materials will be presented more clearly so
that it can be better understood by students
and the students enable to master and achieve
the learning objectives, (3) The teaching
method will be vary, not merely verbal
communication through the words of the
teacher, (4) Students can learn more because
they are not only listen to teachers but also
do other activities such as observing,
performing, demonstrating, playing, and
others (Arsyad, 2011: 25). Therefore,
interesting and interactive learning media
can help the learning activities and also
achieve the learning objectives.
Interesting and interactive learning
media can be made by using computer-based
media. Sihotang (2017:27) stated that
computer based learning is the learning
which uses computer software in its
implementation. According to Warsita
(2008: 137) there are several advantages of
computer-based learning media, such as the
ability to integrate components of color,
music and animated graphics. Thus, the
computer is able to convey information and
knowledge with a high level of realism.
Furthermore, the memory capacity
possessed by the computer allows users to
redisplay the learning results that have been
achieved previously.
There are many software or
computer-based applications that can be
used to create interactive learning media, one
of them is Lectora Inspire software. Lectora
Inspire software can display moving images,
music, and has unique template. It also
provides a variety of evaluation or simple
test facilities, such as multiple choice,
right/wrong, and matching questions. The
final product of Lectora is using an .exe
format so that users can use the learning
media without the need for internet
connection or install Lectora Inspire
software first.
From the problems that have been
described above, it can be concluded that the
absence of the computer based learning
media for basic accounting subjects in SMK
Muhammadiyah 1 Yogyakarta create low
students’ motivation in clasroom learning
activities. With the advantages of computer-
based learning media using Lectora Inspire
software, the researcher develop an
interactive learning media using Lector
Inspire software on basic accounting
subjects to improve the learning motivation
of class X AK 1 students in SMK
Muhammadiyah 1 Yogyakarta.
RESEARCH METHODS
Type of Research
This research used method of
research and development (R & D).
According to Sukmadinata (2009: 164),
research and development is a process or
steps to develop a new product or improve
existing products, which can be accounted
for. Products are not always shaped
objects or hardware, such as books,
module, learning tools in the classroom or in
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Jurnal Pendidikan Akuntansi Indonesia, Vol. XVI, No. 2, Tahun 2018 Kartika Bunga Nadghya Noor & Mimin Nur Aisyah 70 – 81
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the laboratory, but it can also software. Such
software can be used for: (1) Data processing
(2) Learning in the classroom, library or
laboratory, and (3) Models of education,
learning, training, evaluation, management,
and so on.
This research used ADDIE model
developed by Dick and Carey. It has been
modified to produce a simple development
model for beginner researcher.
Time and Place of Research
The research was conducted in SMK
Muhammadiyah 1 Yogyakarta in Jalan
Nitikan, Yogyakarta from January to April
2018.
Subject of The Research
The main subjects of this study were 30
students of class XI AK 1 as subject of media
trials, 33 students of class X AK 1 as
treatment group, and 33 students of class X
AK 2 as control class. The next subjects are
material experts, media experts, and
accounting learning practitioners.
Research Procedures
The procedure of this research adapted
ADDIE development model that consists of
five stages, namely: analysis, design,
development, implementation, and
evaluation. The development procedure of
developing interactive learning media using
Lectora Inspire Software is conducted in
accordance with the adaptation of ADDIE
development model.
a) Analysis
At this stage, the purpose of the
product development is to make
learning more fun and to help the
students to understand the concept of
basic accounting easier and work on it
independently. A software of interactive
media should be easy to use and has
animations as well as video tutorials in
order to encourage students to learn
independently.
The researcher conducted an
analysis of the accounting subjects
syllaby, especially in basic accounting
material at the second semester for class
X Accounting student of SMK
Muhammadiyah 1 Yogyakarta. This
analysis was aimed at identifying and
defining basic competencies and the
number of indicators developed in the
basic competence.
b) Design
Based on the previous analysis,
the process move to the design phase
which include: (1) Making learning
scenarios that explain the description
of the material to be displayed and an
overview of student activity (2)
Preparation of the overall product
design (storyboard) to understand the
relationship of each product section and
the layout (3) Collecting the design
objects of interactive media such as
background, pictures, sound effects, and
buttons that would be processed in
Lectora Inspire Software (4) Arrange
the assessment instruments in the form
of questionnaires provided for the
material expert, media expert,
accounting teacher, and students as the
target of implementation (5) Develop
learning motivation instrument to
measure students’ learning motivation
before and after the use of the
interactive learning media and then test
the instrument’s validity and reliability.
c) Development
The development stage has the
following activities:
1) Develop interactive media using
Software Lectora Inspire. All the
components which have been
prepared in the design stage arranged
into a single complete product.
2) Product validation I, the initial
product was validated by material
expert and media expert.
3) Product revision I, the product was
revised based on feedback and
suggestions by material expert and
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74
media expert.
4) Product validation II, the product
was validated by accounting teacher
at SMK Muhammadiyah 1
Yogyakarta.
5) Product revision II, the product was
revised based on feedback and
suggestions provided by accounting
teacher. The final version was used
in the implementation stage.
d) Implementation
At the implementation stage the
product w a s tested to the 30 students
of class XI AK 1 SMK Muhammadiyah
1 Yogyakarta (non-treatment group and
non-control group). Students’ responses
about the media were also examined.
e) Evaluation
At this stage, the activities included:
(1) Analyzing data obtained from
validation conducted by material expert,
media expert, and accounting teacher (2)
Analyzing data obtained from the
students to know the students’
response to the media (3) The final
product after validation and revision in
the previous stage (4) The final product
will be implemented in the learning
process in class X AK 1 as treatment
class to know the improvement of
students’ learning motivation.
Data and Data Technique Analysis
a) Data
Data collected in this research
includes qualitative and quantitative
data, namely: (1) Qualitative data is
obtained from criticism and suggestion
by material expert, media expert, and
accounting learning practitioner (2)
Quantitative data is score obtained in
this research f r o m validation stage,
students’ responses data, and the
improvement of the students' learning
motivation. The score obtained will be
converted into numeric form.
b) Data Technique Analysis
The collected data analyzed to
determine the judgments or opinions of
the product and improvement student
learning motivation. Data obtained
from the material expert, media expert,
accounting teacher, and students in the
form of media feasibility data as
follows:
1) Transform qualitative into
quantitative
Table 1. Scoring Rules with Likert
Classification Score
Very Good 5
Good 4
Enough 3
Poor 2
Very Poor 1
Source: Sugiyono (2015:135)
2) Calculate the average score of each
aspect using the following formula:
�̅� = Σ𝑋
𝑁
Descriptions:
�̅� = Average score
Σ𝑋 = Total score
N = Item Subject
3) Interpret qualitative average value of
each aspect and all aspects by using
the following criteria:
Table 2. Converting Qualitative Data
to Quantitative Data
Interval Score Score
4.21 < X < 5 Strongly Feasible
3.41< X < 4.2 Feasible
2.61 < X <
3.4
Moderately
Feasible
1,82 < X <
2.60
Unfeasible
X ≤ 1,8 Strongly
Unfeasible
Data obtained from the
measurement of students learning
improvement was analyzed as follows:
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1) Analyze quantitative data scores
descriptively with a conversion
table values as follows:
Table 3. Criteria Scoring Items on
Motivation
Questionnaire
Criteria Score
Positive Negative
Strongly
Agree 5 1
Agree 4 2
Less
Agree 3 3
Disagree 2 4
Strongly
Disagree 1 5
2) Calculate the scores for each aspect
of motivation
3) Calculate the scores of the student
motivation every aspect
4) Calculate the difference in
improvement learning motivation of
each student in treatment class (X
AK 1) and control class (X AK 2)
5) Test the improvement of students’
learning motivation by using
different test paired sample t test and
independent sample t test with
formula:
𝑡 = �̅�
(𝑆𝐷
√𝑁)
D = The average margin scores
SD = Standard Deviation of D
N = Total Pairs
6) Test the proposed hypothesis. There
are 2 hypothesis in this research:
Ha: The use of media improves the
students’ learning motivation
H0: The use of media does not
improve students’ learning
motivation
Ha: There is significant difference
on the improvement of students’
learning motivation between
treatment group and control group.
H0: There is no significant
difference on the improvement of
students’ learning motivation
between treatment group and control
group.
RESULT OF THE RESEARCH AND
DISCUSSION
Development of Interactive Learning
Media
The implementation of development
research is conducted by five stages with the
following details:
1. Analysis Stage. The activities in this
stages include: subject analysis, syllaby
analysis, and purpose formulation.
2. Design Stage. The activities in this stage
include: material arrangement,
storyboard, lesson plans, questionnaire
development, and questionnaire testing.
3. Development stage. The activities in this
stage include: developing interactive
learning media, experts validation,
product revision I, accounting teacher
validation, and product revision II.
4. Implementation stage, the activities in
this stage include: Media trials and
examine students response
5. Evaluation stage, the activity in this
stage is measurement students learning
motivation in class X AK 1 and X AK 2
Feasibility of Interactive Learning Media
Feasibility of interactive learning
media was known through the stages of
validation by experts.
1. Material Expert
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76
Table 4. Result Validation by Material
Expert
No Feasibility
Aspects
Score Ave-
rage
Category
1 Material 81 4,76 Strongly
Feasible
2 Language 13 4,33 Strongly
Feasible
3 Learning
Design
22 4,40 Strongly
Feasible
Total 116 4,50 Strongly
Feasible
Material expert validation resulted
in the average of 4.50 which means that
the product developed in the "Strongly
Feasible" category.
2. Media Expert
Table 5. Result Validation by Media
Expert
N
o
Feasi-
bility
Aspects
Score Ave-
rage
Cate-
gory
1 Software
Engi-
neering
37 4,63 Strong-
ly
Feasi-
ble
2 Visual
Commu-
nication
56 4,31 Strong-
ly
Feasi-
ble
Total 93 4,47
Strong-
ly
Feasi-
ble
Media expert validation resulted in
the average of 4.47 which means that the
product developed in the "Strongly
Feasible" category.
3. Accounting Teacher
Table 6. Result Validation by
Accounting Teacher
N
o
Feasi-
bility
As-
pects
Score Ave-
rage
Cate-
gory
1 Mate-
rial
46 4.60 Strong-
ly
Feasi-
ble
2 Langu-
age
9 4.50 Strong-
ly
Feasi-
ble
3 Learn-
ing
Design
20 4.00 Strong-
ly
Feasi-
ble
4 Softwar
e
Engine
e-ring
13 4,33 Strongl
y
Feasibl
e
5 Visual
Commu
ni-
cation
26 4,33 Strongl
y
Feasibl
e
Total 114 4,35 Strongl
y
Feasibl
e
Accounting teacher validation
resulted in the average of 4.35 which
means that the product developed in the
"Strongly Feasible" category.
Students Response About Interactive
Learning Media
Media trials were conducted to 30
students of class XI AK 1 SMK
Muhammadiyah 1 Yogyakarta. After
students tried to use the media, students were
asked to complete the questionnaire to
provide a response about the learning media.
In summary, the average recapitulation of
student responses is as follows:
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77
Table 7. Result of Students Response
about Media
No Feasi-
bility As-
pects
Score Ave-
rage
Cate-
gory
1 Material 602 4.01 Feasible
2 Language 120 4 Feasible
3 Learning
Design
408 4.53 Strong-
ly
Feasible
4 Software
Enginee-
ring
409 4.54 Strong-
ly
Feasible
5 Visual
Commu-
nication
788 4.38 Strong-
ly
Feasible
Total 2327 4.29 Strongly
Feasible
Students Learning Improvement
The purpose of developing this product
is to improve students learning motivation.
Measurement was conducted in 2 different
classes, X AK 1 as treatment group and class
X AK 2 as control group which consist of 30
students in each class.
1. Class X AK 1 (Treatment Group)
Table 8. Student Learning Motivation
of Class X AK 1
No
Learning
Motivation
Indicator
Be-
fore
Af-
ter
Im-
prove-
ment
1 There is a
passion and
desire to
succeed
72% 79% 7%
2 The drive
and the need
to learn
72% 78% 6%
3 There is
hope and
ideals of the
future
76% 79% 3%
4 There is
award in
learning
68% 73% 5%
No
Learning
Motivation
Indicator
Be-
fore
Af-
ter
Im-
prove-
ment
5 The interest
activity in
learning
71% 76% 5%
6 There is a
condu-cive
learning
environ-
ment
61% 67% 6%
Total 73% 79% 6%
2. Class X AK 2 (Control Group)
Table 9. Student Learning Motivation
of Class X AK 2
No
Learning
Motivation
Indicator
Be-
fore
Af-
ter
Im-
prove-
ment
1 There is a
passion and
desire to
succeed
73% 74% 1%
2 The drive and
the need to
learn
72% 75% 3%
3 There is hope
and ideals of
the future
76% 77% 1%
4 There is
award in
learning
71% 72% 1%
5 The interest
activity in
learning
71% 74% 3%
6 There is a
condu-cive
learning
environ-ment
66% 68% 2%
Total 74% 76% 2%
Based on the measurement of
learning motivation at the beginning and
the end of learning from the treatment
and control group, it can be concluded
that class X AK 1 as treatment group has
higher improvement compared to class X
AK 2 as control group. The treatment
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78
group's motivation improved by 6% from
the initial motivation score of 73% and
final motivation score of 79%. This
percentage increase is greater than the
control group which only increased by
2% from the initial motivation score of
74% and the final motivation score of
76%.
Researcher used Paired Sample T-
test and Independent Sample T-test to test
the hypothesis that has been proposed.
1. Paired Sample T-Test in X AK 1
Hypothesis proposed in this test
consist of alternative hypothesis
(Ha): The use of interactive learning
media will increase student's learning
motivation, so that null hypothesis
(H0): The use of interactive learning
media does not improve student's
learning motivation. The following is
the result of recapitulation of paired
sample test of treatment group:
Table 10. Paired Sample T-Test in Treatment Group
Mean Correlation Sig T Sig-2
tailed
Pair
1
Before
77.09
After
83.39
.532 .001 8.89 .000
The result of paired sample
statistics table shows the average
calculation result of the total initial
motivation score is 77.09 while the
final motivation score is 83.39. The
paired correlation table shows that
the correlation between two variables
is 0.532, with sig 0.001. That is, the
correlation between the total score of
motivation before and after the use of
Interactive Learning Media is
accurate and significant. If the
probability value or Sig. (2-tailed)
<0,05 then hypothesis H0 is rejected
and Ha accepted. In the t-test test
obtained Sig. (2-tailed) = 0,000
<0,05 then indicates that H0 is
rejected and Ha accepted. This shows
the use of interactive learning media
improves students' motivation score.
2. Paired Sample T-Test in X AK 2
Hypothesis proposed in this test
consist of alternative hypothesis
(Ha): The use of learning media will
improve students learning
motivation, so that null hypothesis
(H0): The use of learning media does
not increase students learning
motivation. The following is the
result of a paired sample sample
recapitulation test:
Table 11. Paired Sample T-Test in Control Group
Mean Correlation Sig T Sig-2 tailed
Pair
1
Before
77.54
After
79.84
.870 .000 3.456 .002
The result of paired sample
statistics table shows the average
calculation result of the total initial
motivation score is 77.54 while the
final motivation score is 79.84. The
paired correlation table shows that
the correlation between the two
variables is 0.870, with sig 0,000.
That is, the correlation between the
total score of motivation before and
after the use of learning media is
accurate and significant. If the
probability value or Sig. (2-tailed)
<0,05 then hypothesis H0 is rejected
and Ha accepted. In the t-test test
obtained Sig. (2-tailed) = 0.002
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<0.05 then indicates that H0 is
rejected and Ha is accepted. This
shows that the use of learning media
is able to improve students'
motivation score.
3. Independent Sample T-Test
Independent t test is done by
comparing the increase of learning
motivation score of class X AK 1 as
treatment group and class X AK 2 as
control group. The hypothesis
proposed in this test consist of
alternative Hypothesis (Ha): There is
a significant difference improvement
of student learning motivation
between class X AK 1 as treatment
group with class X AK 2 as control
group, so that null hypothesis (H0):
There is no significant difference
improvement of student learning
motivation between class X AK 1 as
treatment group with class X AK 2 as
control group. The following is the
result of independent t test
recapitulation:
Table 12. Independent Sample T-
Test between Treatment
and Control Group
Group Tota
l
Averag
e
Sig. (2-
tailed)
Treat-
ment
(X AK
1)
33 6,0000 .000
Control
(X AK
2)
33 1,9091 .000
The result of independent t test
statistic shows the total average of
the treatment group (X AK 1) is 6.00
and the control group (X AK 2) is
1.90. If the probability value or Sig.
(2-tailed) <0,05 then hypothesis H0
is rejected and Ha accepted. In the t-
test test obtained Sig. (2-tailed) =
0,000 <0,05 then indicates that H0 is
rejected and Ha accepted. It proves
that there is a difference in the
improvement of student learning
motivation score between class X
AK 1 as treatment group and class X
AK 2 as control group.
CONCLUSION AND SUGGESTION
Conclusion
Based on the research result and discussion
it can be inferred that:
a. Development of interactive learning
media is conducted through five stages:
Analysis, Design, Development,
Implementation, and Evaluation
b. The level of feasibility of interactive
learning media is examined based on
experts judgment (material expert,
media expert, and accounting teachers)
covering aspects of material, language,
learning design, software engineering,
and visual communication. Validation
results indicate that the interactive
learning media as a learning medium is
expressed as a Very Feasible category
with an average score of 4.5 by a
material expert, 4.47 by media expert,
and 4.35 by accounting teachers
c. The responses of the students of class XI
AK 1 (field trials) on interactive
learning media on materials, language,
instructional design, software
engineering, and visual communication
aspects obtained an average value of
4.29 with the category of Very Feasible.
d. Class X AK 1 as treatment group had
higher improvement compared to class
X of AK 2 as control group. The
treatment motivation improved by 6%.
This percentage increase is higher than
the control group which only increased
by 2%
e. Paired sample t test conducted by each
class or group, it can be concluded that
the learning media used in each
classroom can improve student's
learning motivation. However, the
average improvement in learning
motivation score in class X AK 1
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(treatment group) was 6.3 higher than
class X AK 2 (control group) that was 2.
f. Independent t test shows the average
calculation result of group motivation
improvement score (X AK 1) is 6.00
and control group (X AK 2) is 1.90.
There is a significant difference in the
learning motivation improvement
between class X AK 1 as treatment
group and class X of AK 2 as control
group.
Suggestion
The researcher realized the limitation of
the research. Therefore some suggestions are
provided for the relevant parties and further
research:
a. School should provide sufficient
facilities and infrastructure to support
learning activities, such as the addition
of an accounting computer laboratory so
that several classes can use it
simultaneously.
b. School should conduct training
activities on the development of
learning media for teachers, so they will
have sufficient skills to create a variety
of learning media.
c. Teacher should use interactive learning
media as an alternative to improve
student learning motivation.
d. Teacher should explore self-ability to
create a variety of learning media from
training or learn it independently.
e. Interactive learning media can be
developed for a variety of Basic
Competencies by considering the
suitability of the learning process
f. Field trials of Interactive learning media
should be done by using more
respondents to get more responses and
suggestions, so the learning media
become more reliable
g. It is recommended to develop
interactive learning media into smart
phone (android base) that is more
popular for students.
h. Data collection techniques may not only
use questionnaires, but also use
interviews or observations for better
results.
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